背景(考古学)
考试(生物学)
认知
自我效能感
认知负荷
计算机科学
基于游戏的学习
知识水平
心理学
认知心理学
数学教育
知识管理
社会心理学
生物
古生物学
神经科学
作者
Chieh-Ju Tsao,Chih‐Wei Chang,Chih‐Hung Chen
标识
DOI:10.1177/07356331251345601
摘要
Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students’ surroundings and academic performance, has a positive impact on students’ cognitive outcomes in games. This implies the significance of conducting a study to probe the influence of a two-tier test and self-efficacy on students’ knowledge gains, perceptions, and skills in a game-based learning context. In this study, a two-tier test-assisted game-based learning approach and an interactive guidance-assisted game-based learning approach were designed to support students’ science learning. Furthermore, an experiment was conducted on a natural science course to investigate the influences of the two-tier test and students’ self-efficacy on their science learning. The experimental results displayed that both the two-tier test-assisted learning approach and high self-efficacy can effectively enhance the problem-solving tendencies of the students with lower initial tendencies in the game-based learning activities. The students with high self-efficacy perceived a higher germane cognitive load than those with low self-efficacy. However, neither learning approaches nor self-efficacy had a significant effect on students’ knowledge gains. Moreover, the differences between the learning patterns of students with different learning approaches and self-efficacy were revealed.
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